/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 *
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.handler.skillhandlers;

import net.sf.l2j.gameserver.handler.ISkillHandler;
import net.sf.l2j.gameserver.handler.SkillHandler;
import net.sf.l2j.gameserver.model.L2Character;
import net.sf.l2j.gameserver.model.L2ItemInstance;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.L2Skill.SkillType;
import net.sf.l2j.gameserver.model.L2Summon;
import net.sf.l2j.gameserver.model.actor.instance.L2DoorInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2GrandBossInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2RaidBossInstance;
import net.sf.l2j.gameserver.network.SystemMessageId;
import net.sf.l2j.gameserver.network.serverpackets.StatusUpdate;
import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
import net.sf.l2j.gameserver.skills.Stats;

/**
 * This class ...
 * 
 * @version $Revision: 1.1.2.2.2.4 $ $Date: 2005/04/06 16:13:48 $
 */
public class Heal implements ISkillHandler {
	// all the items ids that this handler knowns
	// private static Logger _log = Logger.getLogger(Heal.class.getName());
	/*
	 * (non-Javadoc)
	 * 
	 * @see
	 * net.sf.l2j.gameserver.handler.IItemHandler#useItem(net.sf.l2j.gameserver
	 * .model.L2PcInstance, net.sf.l2j.gameserver.model.L2ItemInstance)
	 */
	private static final SkillType[] SKILL_IDS = { SkillType.HEAL,
			SkillType.HEAL_PERCENT, SkillType.HEAL_STATIC };

	/*
	 * (non-Javadoc)
	 * 
	 * @see
	 * net.sf.l2j.gameserver.handler.IItemHandler#useItem(net.sf.l2j.gameserver
	 * .model.L2PcInstance, net.sf.l2j.gameserver.model.L2ItemInstance)
	 */
	public void useSkill(L2Character activeChar, L2Skill skill,
			L2Object[] targets) {
		// L2Character activeChar = activeChar;
		// check for other effects
		try {
			ISkillHandler handler = SkillHandler.getInstance().getSkillHandler(
					SkillType.BUFF);
			if (handler != null)
				handler.useSkill(activeChar, skill, targets);
		} catch (Exception e) {
		}
		L2Character target = null;
		L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
		L2PcInstance player = null;
		if (activeChar instanceof L2PcInstance)
			player = (L2PcInstance) activeChar;
		for (int index = 0; index < targets.length; index++) {
			target = (L2Character) targets[index];
			// We should not heal if char is dead
			if (target == null || target.isDead())
				continue;
			// We should not heal walls and door
			if (target instanceof L2DoorInstance)
				continue;
			if (target instanceof L2RaidBossInstance)
				continue;
			if (target instanceof L2GrandBossInstance)
				continue;
			// Player holding a cursed weapon can't be healed and can't heal
			if (target != activeChar)
				if (target instanceof L2PcInstance
						&& ((L2PcInstance) target).isCursedWeaponEquiped())
					continue;
				else if (player != null && player.isCursedWeaponEquiped())
					continue;
			double hp = skill.getPower();
			if (skill.getSkillType() == SkillType.HEAL_PERCENT)
				hp = target.getMaxHp() * hp / 100.0;
			else // Added effect of SpS and Bsps
			if (weaponInst != null) {
				if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT) {
					hp *= 1.5;
					weaponInst
							.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE);
				} else if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_SPIRITSHOT) {
					hp *= 1.3;
					weaponInst
							.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE);
				}
			}
			// If there is no weapon equipped, check for an active summon.
			else if (activeChar instanceof L2Summon) {
				L2Summon activeSummon = (L2Summon) activeChar;
				if (activeSummon.getChargedSpiritShot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT) {
					hp *= 1.5;
					activeSummon
							.setChargedSpiritShot(L2ItemInstance.CHARGED_NONE);
				} else if (activeSummon.getChargedSpiritShot() == L2ItemInstance.CHARGED_SPIRITSHOT) {
					hp *= 1.3;
					activeSummon
							.setChargedSpiritShot(L2ItemInstance.CHARGED_NONE);
				}
			}
			// int cLev = activeChar.getLevel();
			// hp += skill.getPower()/*+(Math.sqrt(cLev)*cLev)+cLev*/;
			if (skill.getSkillType() == SkillType.HEAL_STATIC)
				hp = skill.getPower();
			else if (skill.getSkillType() != SkillType.HEAL_PERCENT)
				hp *= target.calcStat(Stats.HEAL_EFFECTIVNESS, 100, null, null) / 100;
			target.setCurrentHp(hp + target.getCurrentHp());
			target.setLastHealAmount((int) hp);
			StatusUpdate su = new StatusUpdate(target.getObjectId());
			su.addAttribute(StatusUpdate.CUR_HP, (int) target.getCurrentHp());
			target.sendPacket(su);
			if (target instanceof L2PcInstance)
				if (skill.getId() == 4051) {
					SystemMessage sm = new SystemMessage(
							SystemMessageId.REJUVENATING_HP);
					target.sendPacket(sm);
				} else if (activeChar instanceof L2PcInstance
						&& activeChar != target) {
					SystemMessage sm = new SystemMessage(
							SystemMessageId.S2_HP_RESTORED_BY_S1);
					sm.addString(activeChar.getName());
					sm.addNumber((int) hp);
					target.sendPacket(sm);
				} else {
					SystemMessage sm = new SystemMessage(
							SystemMessageId.S1_HP_RESTORED);
					sm.addNumber((int) hp);
					target.sendPacket(sm);
				}
		}
	}

	public SkillType[] getSkillIds() {
		return SKILL_IDS;
	}
}
